CreateEx (global assembly)

Create an assembly entity to be access in a script. Assembly is accessed via ID in FreeModel.wds. The special assemblyex object created with CreateEx is created in global space, detached from any parent object.

Delete (ship)

derelictAdd

Create a derelict on the specified position with the specified rotation.

Alternatively, use the second method to create a derelict based on the parent ship object where the spawned derelict
is specified in the parent ship file (*.shp) and the position and rotation parameters are taken over from the parent object.

GetRadius

GetRandomEffectPosition

Get one of the ShipEffectPositions positions from the *.shp file.
The position will NOT be remain linked to the parent ship, but remain in global space.
Used specifically for linking various particle effects like critical hits.

GetRandomEffectPositionLocal

Get one of the ShipEffectPositions positions from the *.shp file.
The position will remain linked to the parent ship in local space.
Used specifically for linking various particle effects like critical hits.

Pause

PrintMessage

Print message to log.txt (root directory).Used for script debug.Do NOT use empty spaces. Use _ instead!

PrintMessage This_will_be_printed ;

PrintMessageVar

Print a variable into log.txt (root directory).Used for script debug.Do NOT use empty spaces. Use _ instead!
INT, FLOAT and FLOAT3 must(!) be used instead of regular int, float and float3 in the function itself.

Sound

Sound3D

Spawn ship (shipAdd)

Spawn a ship based on current region parameters(!).
For keyname use either custom literal value OR keyword "GENERIC" which means the game will assign a generic keyname.
Using GENERIC prevents you from manipulating the spawned ship later on via its keyname.
Keyname MUST be used directly in the function as literal value.